AuthorTopic: QC Stuff (Read 2340 times)

Is it possible to take the desert eagle .qc and make it match the 357 .qc and work correctly in-game? I've edited the desert eagle .qc so it matches the 357 one and renamed the corresponding animations, copied/pasted redundant ones, etc, corrected number of animations, but when I compile it, I get the original stuff....What's the problem? Solution?

e: attached the .qcs i was working with. If you could tell me what I did wrong that wouild be great, thank you.

Not exactly, you have to make sure the animation last the same time than the originalA sequence file (an .SMD) is literaly a sequence of frames (positions) for the mesh, without the FPS (frame per second) in the QC you don't know how long a animation will last. It doesn't matter for a monster model since the game will wait for the end of the animation, but for the weapons the game will wait a certain time (an hard coded time) before letting you using the weapon again, so if you don't want the new animations to bug you will have to compute the FPS values yourself, simply look for how much frames ther is in the original animation (edit it with milkshape in animation mode) look for the original FPS value in the decompiled QC file, compute (nb of frames/FPS) to know how long the animation last, then look how many frames there is in the new animations and compute (1/(the time/nb of frames of the new anim)) and there you go, new FPS value, put that in the QC file and you are good to compile